﻿Shader "Hidden/UIImageSharp"
{
	Properties
	{
		[PreRendererData]_MainTex ("Sprite Texture", 2D) = "white" {}
		_Color("Tint",Color ) = (1,1,1,1)
		_LineWidth("Line Width",Range(0,0.25)) = 0.001
		[Toggle(ConfigKernel)] _ConfigKernel("Config Kernel" ,Int)  = 0

		[HideInInspector]_StencilComp("Stencil Comparison",Float) = 8
		[HideInInspector]_Stencil("Stencil Id",Float) = 0
		[HideInInspector]_StencilOp("Stencil Operation",Float) = 0
		[HideInInspector]_StencilWriteMask("Stencil Write Mask",Float) = 255
		[HideInInspector]_StencilReadMask("Stencil Read Mask",Float) = 255

		[HideInInspector]_ColorMask("Color Mask",Float) = 15
		[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("UseAlpha Clip",Float) = 0

	}
	SubShader
	{
		Tags{
			"Queue" = "Transparent"
			"IgnoreProjector" = "True"
			"RenderType" = "Transparent"
			"PreviewType" = "Plane"
			"CanUseSpriteAltas" = "True"

		}
		Stencil{
			Ref[_Stencil]
			Comp[_StencilComp]
			Pass[_StencilOp]
			ReadMask[_StencilReadMask]
			WriteMask[_StencilReadMask]
		}
		// No culling or depth
		Cull Off 
		Lighting off
		ZWrite Off 
		ZTest [unity_GUIZTestMode]
		Blend SrcAlpha OneMinusSrcAlpha
		ColorMask [_ColorMask]



		Pass
		{
			name "UIImage_Static_Sharp" 
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma target 2.0

			#include "UnityCG.cginc"
			#include "UnityUI.cginc"

			#pragma multi_compile __ UNITY_UI_ALPHACLIP


			struct appdata_t
			{
				float4 vertex : POSITION;
				float4 color : COLOR ; 
				float2 texcoord : TEXCOORD0;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct v2f
			{
				float4 color : COLOR ; 
				float2 texcoord : TEXCOORD0;
				float4 vertex : SV_POSITION;
				float4 worldPosition : TEXCOORD1 ;
				UNITY_VERTEX_OUTPUT_STEREO
			};

			uniform float sharpKernel[9];
			static float LaplacianKernel[9] = {
				-1.0f,-1.0f,-1.0f,
				-1.0f,8.0f,-1.0f,
				-1.0f,-1.0f,-1.0f,
			};

			uniform sampler2D _MainTex;
			uniform fixed4 _Color;
			uniform fixed4 _TextureSampleAdd;
			uniform float4 _ClipRect;
			uniform float _LineWidth;
			uniform int _ConfigKernel;

			v2f vert (appdata_t IN)
			{
				v2f OUT;
				UNITY_SETUP_INSTANCE_ID(IN);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
				OUT.worldPosition = IN.vertex;
				OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
				OUT.texcoord = IN.texcoord;
				OUT.color = IN.color * _Color;
				return OUT;
			}
			
			

			fixed4 frag (v2f IN) : SV_Target
			{
				float4 col11 = tex2D(_MainTex, float2(IN.texcoord.x - _LineWidth,IN.texcoord.y + _LineWidth));
				float4 col12 = tex2D(_MainTex, float2(IN.texcoord.x,IN.texcoord.y + _LineWidth));
				float4 col13 = tex2D(_MainTex, float2(IN.texcoord.x + _LineWidth,IN.texcoord.y + _LineWidth));
				float4 col21 = tex2D(_MainTex, float2(IN.texcoord.x - _LineWidth,IN.texcoord.y));
				float4 col22 = tex2D(_MainTex, IN.texcoord);
				float4 col23 = tex2D(_MainTex, float2(IN.texcoord.x + _LineWidth,IN.texcoord.y));
				float4 col31 = tex2D(_MainTex, float2(IN.texcoord.x - _LineWidth,IN.texcoord.y - _LineWidth));
				float4 col32 = tex2D(_MainTex, float2(IN.texcoord.x,IN.texcoord.y - _LineWidth));
				float4 col33 = tex2D(_MainTex, float2(IN.texcoord.x + _LineWidth,IN.texcoord.y - _LineWidth));
				
				fixed4 color;

				if (_ConfigKernel  != 0){
					color = (col22+ (sharpKernel[0] * col11 + sharpKernel[1] * col12 + sharpKernel[2] * col13 +sharpKernel[3] * col21 + sharpKernel[4] * col22 + sharpKernel[5] * col23 +sharpKernel[6] * col31 + sharpKernel[7] * col32 + sharpKernel[8] * col33)+ _TextureSampleAdd) * IN.color;
				}else{
					color = (col22+ (LaplacianKernel[0] * col11 + LaplacianKernel[1] * col12 + LaplacianKernel[2] * col13 +LaplacianKernel[3] * col21 + LaplacianKernel[4] * col22 + LaplacianKernel[5] * col23 +LaplacianKernel[6] * col31 + LaplacianKernel[7] * col32 + LaplacianKernel[8] * col33)+ _TextureSampleAdd) * IN.color;
				};
                
                color.a *= UnityGet2DClipping(IN.worldPosition.xy,_ClipRect);

                #ifdef UNITY_UI_ALPHACLIP
					clip(color.a - 0.001);
                #endif
				return color;
			}
			ENDCG
		}
	}
}
